240 lines
7.2 KiB
Lua
240 lines
7.2 KiB
Lua
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-- lpanes: leaded glass panes -- from xPanes mod by xyz, customized by davedevils, reworked and converted to leaded/stained panes by Britt. Textures by Britt
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--Leaded glass uses a 'leading' (pronounced "led-ing") material to secure the glass pieces in place. This is traditionally the metal lead. Specify which 'leading' metal will be used in crafting the panes. Lead or Tin might be appropriate, but for the default game, these are not available:
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local leadingMetal = "default:steel_ingot"
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local function split(string, separator)
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local separator, fields = separator or ":", {}
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local pattern = string.format("([^%s]+)", separator)
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self:gsub(pattern, function(c) fields[#fields+1] = c end)
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return fields
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end
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local directions = {
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{x = 1, y = 0, z = 0},
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{x = 0, y = 0, z = 1},
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{x = -1, y = 0, z = 0},
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{x = 0, y = 0, z = -1},
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}
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local function update_pane(pos)
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local nodeName = minetest.env:get_node(pos).name
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if nodeName:find("lpanes:pane_") == nil then
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return
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end
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--print("Found: "..nodeName)
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--Determine the shade/color of the node
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local shade
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local nodeNameParts = nodeName:split("_")
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local partCount = table.getn(nodeNameParts)
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local lastPart = nodeNameParts[partCount]
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--If the last part is simply a number, then its a 'shape' designator and not part of the color name
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if tonumber(lastPart) ~= nil then
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shade = table.concat(nodeNameParts, "_", 2, partCount - 1) --take off the 'shape' part of the node name
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else
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shade = table.concat(nodeNameParts, "_", 2) --start with the second entry and go to the end
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end
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--print("Shade: "..shade)
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local sum = 0
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for i = 1, 4 do
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local node = minetest.env:get_node({x = pos.x + directions[i].x, y = pos.y + directions[i].y, z = pos.z + directions[i].z})
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if minetest.registered_nodes[node.name].walkable ~= false then
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sum = sum + 2 ^ (i - 1)
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end
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end
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if sum == 0 then
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sum = 15
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end
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print("Adding node: lpanes:pane_"..shade.."_"..sum)
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minetest.env:add_node(pos, {name = "lpanes:pane_"..shade.."_"..sum})
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end
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local function update_nearby(pos)
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for i = 1,4 do
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update_pane({x = pos.x + directions[i].x, y = pos.y + directions[i].y, z = pos.z + directions[i].z})
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end
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end
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function pane(node, desc, dropitem, shade)
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local function rshift(x, by)
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return math.floor(x / 2 ^ by)
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end
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local half_blocks = {
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{0, -0.5, -0.06, 0.5, 0.5, 0.06},
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{-0.06, -0.5, 0, 0.06, 0.5, 0.5},
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{-0.5, -0.5, -0.06, 0, 0.5, 0.06},
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{-0.06, -0.5, -0.5, 0.06, 0.5, 0}
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}
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local full_blocks = {
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{-0.5, -0.5, -0.06, 0.5, 0.5, 0.06},
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{-0.06, -0.5, -0.5, 0.06, 0.5, 0.5}
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}
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for i = 1, 15 do
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local need = {}
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local cnt = 0
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for j = 1, 4 do
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if rshift(i, j - 1) % 2 == 1 then
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need[j] = true
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cnt = cnt + 1
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end
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end
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local take = {}
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if need[1] == true and need[3] == true then
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need[1] = nil
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need[3] = nil
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table.insert(take, full_blocks[1])
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end
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if need[2] == true and need[4] == true then
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need[2] = nil
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need[4] = nil
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table.insert(take, full_blocks[2])
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end
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for k in pairs(need) do
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table.insert(take, half_blocks[k])
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end
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local texture = "lpanes_"..shade..".png"
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if cnt == 1 then
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texture = "lpanes_half_"..shade..".png"
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end
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-- Position-appropriate node. One of these nodes will replace the generic node immediately upon placement
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minetest.register_node("lpanes:pane_"..shade.."_"..i, {
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drawtype = "nodebox",
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--tiles = {"xpanes_top_"..node..""..shade..".png", "xpanes_top_"..node..""..shade..".png", texture},
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tiles = {"lpanes_top.png", "lpanes_top.png", texture},
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paramtype = "light",
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use_texture_alpha = true,
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
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drop = dropitem,
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node_box = {
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type = "fixed",
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fixed = take
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},
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selection_box = {
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type = "fixed",
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fixed = take
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}
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})
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end
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--This is the node that is originally placed. It will be replaced immediately by one
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-- of the position-appropriate nodes
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minetest.register_node("lpanes:pane_"..shade, {
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description = desc,
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tiles = {"lpanes_"..shade..".png"},
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inventory_image = "lpanes_"..shade..".png",
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paramtype = "light",
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stack_max = 64,
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use_texture_alpha = true,
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wield_image = "lpanes_"..shade..".png",
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node_placement_prediction = "",
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on_construct = update_pane,
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drop = "",
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})
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--Crafing
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--The Clear, Black, and Grey shades need special handling.
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if shade == "clear" then
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minetest.register_craft({
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type = "shapeless",
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output = 'lpanes:pane_'..shade..' 6',
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recipe = {"default:glass", leadingMetal},
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cooktime = 3,
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})
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elseif shade == "black" then
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minetest.register_craft({
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type = "shapeless",
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output = 'lpanes:pane_'..shade..' 6',
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recipe = {"default:glass", leadingMetal, "dye:black"},
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cooktime = 3,
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})
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elseif shade == "white" then
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minetest.register_craft({
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type = "shapeless",
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output = 'lpanes:pane_'..shade..' 6',
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recipe = {"default:glass", leadingMetal, "dye:white"},
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cooktime = 3,
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})
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elseif shade == "grey" then
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minetest.register_craft({
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type = "shapeless",
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output = 'lpanes:pane_'..shade..' 6',
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recipe = {"default:glass", leadingMetal, "dye:grey"},
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cooktime = 3,
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})
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elseif shade == "light_grey" then
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minetest.register_craft({
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type = "shapeless",
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output = 'lpanes:pane_'..shade..' 6',
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recipe = {"default:glass", leadingMetal, "dye:light_grey"},
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cooktime = 3,
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})
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elseif shade == "dark_grey" then
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minetest.register_craft({
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type = "shapeless",
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output = 'lpanes:pane_'..shade..' 6',
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recipe = {"default:glass", leadingMetal, "dye:dark_grey"},
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cooktime = 3,
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})
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else
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minetest.register_craft({
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type = "shapeless",
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output = 'lpanes:pane_'..shade..' 6',
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recipe = {"default:glass", leadingMetal, "unifieddyes:"..shade},
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cooktime = 3,
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})
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end
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end
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minetest.register_on_placenode(update_nearby)
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minetest.register_on_dignode(update_nearby)
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colors = {
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{ "aqua", true },
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--{ "black", true},
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{ "blue", true },
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{ "cyan", true },
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{ "green", true },
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{ "lime", true },
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{ "magenta", true },
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{ "orange", true },
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{ "red", true },
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{ "redviolet", true },
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{ "skyblue", true },
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{ "violet", true },
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{ "yellow", true },
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}
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--Do the colors that follow Unified Dye's naming pattern
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for i in ipairs(colors) do
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local hue = colors[i][1]
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-- node, desc, dropItem, shade
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pane("glass", "Glass Pane "..hue, "", hue)
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pane("glass", "Glass Pane Medium "..hue, "", "medium_"..hue)
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pane("glass", "Glass Pane Medium "..hue.." s50", "", "medium_"..hue.."_s50")
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pane("glass", "Glass Pane Dark "..hue, "", "dark_"..hue)
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pane("glass", "Glass Pane Dark "..hue.." s50", "", "dark_"..hue.."_s50")
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end
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--Do the colors that don't follow Unified Dye's naming pattern
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pane("glass", "Glass Pane white", "", "white")
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pane("glass", "Glass Pane light grey", "", "light_grey")
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pane("glass", "Glass Pane grey", "", "grey")
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pane("glass", "Glass Pane dark grey", "", "dark_grey")
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pane("glass", "Glass Pane black", "", "black")
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pane("glass", "Glass Pane clear", "", "clear")
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print("[LPanes] Loaded!")
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